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Itzo

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  1. We also have this now every SC launch since the patch. Inefficient ground crew!
  2. Ah I see :) shit happens, thanks for the quick fix!
  3. I'm probably missing something basic but I can't get 4.5.95 to load. "attempt to index global 'mist'" no matter when I load. What am I missing? Simple test included (should display unit heading 2 sec after start) and works with 4.4.90. TEST.miz
  4. Found it, somehow adding a 'invisible farp' makes the function stop working. I have no idea how.. I've attached a cleaned version of my mission. Start, choose random slot, within a couple of seconds the script runs as a AI enters the zone and I only get the "TRIGGER" text. Remove the 'Invisible farp' (near Kutaisi) and re-run, now it should work. ? TEST.miz
  5. https://wiki.hoggitworld.com/view/DCS_func_isActive I'm getting the error ':2568: attempt to call method 'isActive' (a nil value)' Something broke after latest patch or two (incl hotfix). Used by: https://wiki.hoggitworld.com/view/MIST_getUnitsInZones Just me or..? Tried a re-save and to isolate the code.. Alternatives?
  6. Still an issue for us, although we're on 2.5.5 because of all the other bugs so. Are you guys in 2.5.6 and are still having this issue?
  7. Is this still a thing? I can't get this to work, same procedure with me as server - works every time. Sounds like a multicrew "not counting the "other guy" as a player/client"-problem..
  8. I use the landing event as follows: _USAFAGGRESSORS = 1 _USA = 2 air1:HandleEvent(EVENTS.Land) function air1:OnEventLand(EventData) if EventData.IniUnit:GetCoalition() == _USAFAGGRESSORS then Unit.destroy(EventData.IniDCSUnit) trigger.action.outText("Enemy landed", 10) end end air2:HandleEvent(EVENTS.Land) function air2:OnEventLand(EventData) if EventData.IniUnit:GetCoalition() == _USAFAGGRESSORS then Unit.destroy(EventData.IniDCSUnit) trigger.action.outText("Enemy landed", 10) end end If the coalition in this case is red (0 = neutral, 1 = red, 2 = blue), the unit will despawn on landing keeping it clear :) 'air1' is the globally saved spawned group.
  9. Save the spawned group in a global variable, then the Destroy() works as it knows it's "name". Should work! i.e. Group1 = SPAWN:New( "GRP1-1" ):InitKeepUnitNames():Spawn() Group1:Destroy()
  10. Thanks for the check guys, it was something as dumb as not using the latest version of Moose. Apparently my Moose.lua from 2018-04-24 had a problem with that function.. I find it useful for my training missions/spawns using switched conditions. This way there is no chance of another AI plane to spawn accidentally as I want to be able to use the trigger zone unlimited times. Sharing this small example anyways, the problem was setting the skill through the f10 menu :) Not sure if it's actually makes a difference yet though, too useless in the tomcat to be sure yet ;) Is there a way to get the skill from a Moose-spawned unit or group? AI.Skill? F-14_dogfight.miz
  11. Is InitSkill(String) not functional in Moose? https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Spawn.html##(SPAWN).InitSkill TRMiG23 = SPAWN:New("AIMiG23"):InitLimit(1,1):InitSkill("Average") gives attempt to call method 'InitSkill' (a nil value) Hoping it's syntax.. :|
  12. The N/E button should be pressed before coordinates, might be that? Otherwise I don't think the alignment is OK if it's that far away :D (try with HOT plane?) We use no conversion between F10 and F-14 :thumbs_up:
  13. Happens to me aswell - only after T/O and I fix it by going through FLAPS settings (full -> half -> auto) quickly and it's gone.
  14. Itzo

    ew

    DCS 2.5.2.18307 Update 3 Added absolute axis for TDC. timing :thumbup:
  15. ^ :thumbup: Did also work by talking to for example the carrier through COM1/2, but that was A/A weapons ofc since the stores page is "bugged".
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